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Wizards and Champions is an MMORPG set in a fantasy role playing environment.
WAC Engine Upgrade In Progress |
Long story made short, WAC is based on an MMO framework licensed from another game company. That framework was originally based on TGE (Torque Game Engine) 1.52 using OpenGL for rendering. I moved my work to the same framework but using TGEA (Torque Game Engine Advanced) 1.71 which uses Direct3D. With work, I've gotten the platform stabile, improved efficiency by 400%, and have produced a couple different forks... One with tab-targeting, one with mixed tab and aimed, and the last with fully aimed targeting and AOE. Unfortunately, memory management with how it handles sound is dreadfully obsolete, zone transfers are far too slow for my liking, and there are other issues as well.
I'm starting a port of the MMO framework to TGEA 1.82 which was the last prior to T3D (something I cannot use because of hardware requirements). I've never done a mixed C++ Python port of this size, so I expect it to take a while. Hopefully this will work out to be a win in the long run, and also provide a path where I can bring graphics up to 2010-ish standards and port the D3D calls up to compatibility with DX11.
Once the engine work is completed (a few months) I'll make a call as to whether I'm dropping the medeival fantasy genre and moving to something different, most likely space sci-fi. If I do change, then the WAC development will be discontinued and existing work ported over to the new game.
My target, either for WAC or the new game, is still no instancing, public dungeons, progression by ANYTHING other than questing (so overused it has become a cliche), combat the moves fast enough that you can't sleep through it *yawn*, meaninful crafting, and support for both solo and group play. I prefer holy-trinity gameplay for grouping but envision something where classes (or player created builds) can serve multiple roles so there isn't the dreaded "LFG some dungeon, need tank".
Just an FYI. This isn't an attempt to hype the game. Just a note in case someone stumbles in and wonders what happened to WAC's beta. |
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The design of Wizards and Champions is intentionally different than the recent crop of MMORPGs. The intent is to combine feature sets from classic SP and coop RPGs with classic MMORPG design to produce a game that encourages player interaction and provides a feeling of participation in a virtual world.Gameplay consists if adventuring in a large zone based world, character progression, gear progression, gathering, crafting, guild participation and dungeon crawling. Wizards and Champions does not use instancing of any kind. All dungeons are public. Although progression is linear, gameplay is not restricted to such. Mixed level grouping is supported. Class design in Wizards and Champions is based upon holy-trinity of tank, dps and heals. However, classes can be specialized for soloability and a variety of character roles.
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